Archive for July, 2011

So, last week we briefly showed screenshots of the new world map and character select screens. We’re still a few weeks away from being able to do our next large gameplay videos and huge diary entries (we really want to show off a ton of things in those all at once), but here’s a few […]

This one has the usual variety of tweaks and fixes requested by players. Of particular note are some optional keybindings for turning on/off your highest/lowest efficiency reactors (micromanagers rejoice), and some options for multiplayer in terms of auto-building on allied planets. Astro Trains also now actually shoot their guns again, after having been accidentally muzzled […]

Chris Park and I sat down with Jenesee of The Grey Area Podcast for an in-depth chat on A Valley Without Wind, gaming in general, indie development, and of course all things Arcen Games as well. You should definitely set aside the 90 minutes for a listen; it was a wonderfully casual conversation with such […]

As promised, the source code (and runtime) for the old Interior Generator for the top-down version of AVWW has now been released. If you want to read about what it is and what it does, please see the link above — it’s described in great detail. And here is where you can download the source […]

Not a full developer diary today — but I did want to share a couple of things since it’s been a while. We’ve got a few full diaries with videos and lots of details coming up before too long, but in the meantime there are a few things that I can show well with screenshots. […]

This release fixes a single logic issue which some players had been running into thanks to the Steam Summer Camp achievement for Tidalis. Essentially, if you won a game board with a combo, then it would not score that combo or give you achievements, because by definition it was waiting around half a second to […]

As of July 1st, 2011, we have so far raised and donated $20,680.30 for Child’s Play! That’s $2350.97 since our April update, all of which is going directly to the charity. We’ll keep everyone posted on how the donations are doing. Once again, we’re ecstatic to continue our on-going contribution! Especially pleased to be considered […]

About Arcen (Ar-ken) Games

Originally known for our unusual and highly effective approach to RTS artificial intelligence in our debut title AI War: Fleet Command, we have since branched out into many other genres and styles of games.

As you can tell by browsing our catalog of titles, our interests are eclectic, and we have a particular affinity for blurring the lines between unlikely genres.